feat(ai): 敌人感知↔状态模型——待机/警觉/追击/巡逻 + 可复用感知状态机

感知门面 EnemyBase.InChaseZone(追逐/aggro)/InVisionZone(视野/los,缺省回退aggro),纯查询;
转换逻辑归 AI 层: 新增可复用 PerceptionStateMachine(统一规则,HasAlert/视野缺省自动降级);
规则: 未发现进视野→警觉, 进追逐→追击(委托能力), 追击脱离视野→巡逻(永不回警觉,再进视野再警觉).
EnemyStatsSO.HasAlertState 勾选项; ContactChaseAbility 改纯执行器(退出由AI中断); E001 用可复用件.
PlayMode 验证四态转换全通过.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-09 15:10:39 +08:00
co-authored by Claude Opus 4.8
parent 150fadb72e
commit 6c27993e09
12 changed files with 166 additions and 69 deletions
@@ -5,8 +5,9 @@ using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力。
/// 追击期间每帧更新 MoveTo,失去感知后收招退出并恢复巡逻状态。
/// 循环追击 + 体接触伤害能力(纯执行器)
/// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时
/// 中断本能力(AI decides when to stop, ability implements the chase)。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
@@ -15,12 +16,9 @@ namespace BaseGames.Enemies.Abilities
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("感知与接触伤害")]
[Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
[SerializeField] private string _aggroSlotName = "aggro";
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
@@ -31,33 +29,29 @@ namespace BaseGames.Enemies.Abilities
if (_contactDamage != null)
_contactDamage.enabled = true;
while (true)
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities
while (_enemy.PlayerTransform != null)
{
if (_enemy.PlayerTransform == null) break;
if (_enemy.SensorHub != null && !_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
CleanupChase();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
_enemy.SetAiPhase(AiPhase.Patrol);
}
protected override void OnInterrupted(InterruptReason reason)
protected override void OnInterrupted(InterruptReason reason) => CleanupChase();
private void CleanupChase()
{
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
}
}
}